Baranowski

Group 1 -- Kaley Lengacher / Matt Offet
Kaley Lengacher: 1 Background: “A video game is any fame played on a digital device and encompasses a wide range of games played at arcades, over the Internet on personal computers or on dedicated game consoles (Baranowski p. 74). Some of the game counsoles that Baranowski refers to include: Nintendo, GameCube, Playstation, and Xbox. Usually game consoles are thought as fun devices that do not encourage physical activity and does not promote social interaction with other peers. The games that children are playing are giving them a sense of power and control in a fantasy world outside of reality. Because of this alter ego that these games are creating and teaching new “knowledge, attitudes, and behavior” (Baranowski, p.75).

Video Game Use

According to Baranowski, in 2004, the average child between the ages of 8 and 10 years old, spent almost 65 minutes a day playing video games. For children ages 10 to 14 years old, they spent almost 52 minutes, and then children 15 to 18 years old played for almost 33 minutes a day. (All statistics from Baranowski, p. 75).

Games and Behavior Change

To help with behavior change, the social cognitive theory helps play a role in that change. With the help of the social cognitive theory and other skills, this will help give “self-efficacy” to an individual. Video games can give people that sense of self-control and with the social cognitive theory it will help focus on the behavior change. Video games are able to be fun and help people learn to set their own goals.

(Matt Offet) 2.       Researchers searched in PubMed for all articles about video games that addressed diet, physical activity, physical activity among the physically challenged, diet and physical activity combined, and other health related behavior changes. To study the results, two researchers aggregated all of the results in tables to reflect the consensus. Only articles that dealt with video games were included in the study – games that were not video games, didn’t target lifestyle change, or were interactive multimedia programs but not games were excluded. In order for a game to be included in the study, the software had to be described as a game that had a goal of modifying lifestyle behaviors. (Baranowski, p. 76)

3.       Although the results varied, researchers found that nearly all of the game studies resulted in some positive results, with the exception of only one game. (Baranowski, p. 76)

a. For the dietary-only games, each of them used a story to attempt to impact diet, and they all had resulted in an impact on diet in their studies. (Baranowski, p. 76)

b. The physical-activity alone games didn’t rely as heavily on story, as only a few of them included one. Instead, they emphasized simply being physically active. This likely caused the games to be ‘boring’, as the use of these games typically declined after 4 weeks. Actual results varied in these types of games, with one resulting in a Body Mass Index (BMI) decrease in girls, but not boys. Others resulted in no BMI change. Some resulted in increased physical activity in their subjects, while others resulted in a decrease in light physical activity. (Baranowski, p. 76)

c. Games developed for wheel-chair users were found to be very effective. While studying the results of one of these games on 8spina bifida patients, 7 were found to be motivated to attain an acceptable level of physical intensity. (Baranowski, p. 76)

d. Four games were studied that attempted to alter diet and physical activity. Three of these games had been developed by the same company and used story and minigames to provide a framework and help the user alter their behaviors. Results of these games showed some impact on diet and physical activity. Other types of games, including a stand-alone electronic-health program also had positive results, improving diet and increasing physical activity. (Baranowski, p. 76)

                 e. Some specialty games looked to impact users with asthma, diabetes, and cancer. The games targeting asthma sufferers had good results, with 2 of the 3 games studied having positive results that resulted in less hospitalizations and increased knowledge by the end users. Games targeting diabetic users had similar positive results, resulting in less emergency room visits and psychosocial changes in those studied. Finally, a game designed for pediatric cancer patients involved the user shooting cancer-causing agents in the bloodstream in an action-adventure setting resulted in the patients adhering to their medication at an increased level. (Baranowski, p. 76-77)

Here is an article about a study done on pediatric cancer patients similarly using video games to help them with their diagnosis and aimed at improving adherence to treatment and knowledge.



Group 2-Michael Saylor
<p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">1.

<p class="MsoListParagraphCxSpFirst" style="margin: 0in 0in 0pt 0.75in; text-indent: -0.5in; mso-list: l0 level1 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> I.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                    <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Discussion <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                              i.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Since these  behavior-related games have changed our behavior, the following attributes are also affected: knowledge (increase), behavior, our attitudes and finally a health-related change (emotions), as well (Baranowski, p 77). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                            ii.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Two methods by which behavior is affected by these games <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 2in; text-indent: -0.25in; mso-list: l0 level4 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> 1.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Implementing behavior-related changes with the games (Baranowski, p. 77). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 2in; text-indent: -0.25in; mso-list: l0 level4 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> 2.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Story (behavioral) concepts in actual game story (Baranowski, p. 77). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1in; text-indent: -0.25in; mso-list: l0 level2 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> b.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Theory-Based Procedures in Behavior Change Games <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                              i.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">SCT-theory was the most widely used theory for providing a behavior change since behavior-related games (programs) on computers are not actual games (Baranowski, p. 77). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 2in; text-indent: -0.25in; mso-list: l0 level4 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> 1.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Squire Quest was the most popular example of this theory (Baranowski, p.   77). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 2in; text-indent: -0.25in; mso-list: l0 level4 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> 2.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">The goals were specific to each child and would go through a review session if goal was not reached in time (Baranowski, p. 77). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1in; text-indent: -0.25in; mso-list: l0 level2 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> c.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">        <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Importance of a Story <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                              i.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Stories include the following: protagonist (main character), antagonist (archenemy of protagonist), conflict (struggle between protagonist and antagonist) and a lesson that can be garnered from the story (Baranowski, p. 77). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 2in; text-indent: -0.25in; mso-list: l0 level4 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> 1.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Behavior change can stem from the lesson or when the protagonist changes sides (Allegiance from betrayer) (Baranowski, p. 77). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 2in; text-indent: -0.25in; mso-list: l0 level4 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> 2.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Conflicts prohibit behavior change but overcoming the conflict allows it (Baranowski, p.77). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                            ii.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">As a result of stories, behavior can be changed for the better. To watch an example of how this is accomplished, click on the following video link: http://www.youtube.com/watch?feature=player_detailpage&v=10o0pR7XTqA. This is a clip from the Squire’s Quest 2 video game (Baranowski, p. 77). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                          iii.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Cultures throughout our existence have told stories in many different forms and languages to help improve our behavior (Baranowski, p. 78). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1in; text-indent: -0.25in; mso-list: l0 level2 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> d.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Story Genre <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                              i.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">The type of story is also important because you want to ensure that behavioral lessons will be presented and most of the games today are about good versus evil which are appealing to our emotions (health-related) (Baranowski, p. 78). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                            ii.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">The different types of genres include episodic stories (full narrative and bringing together secondary stories) and serial (one narrative, single episodes) (Baranowski, p. 78). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1in; text-indent: -0.25in; mso-list: l0 level2 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> e.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">        <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Game Immersion <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                              i.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">This is a term to describe when a particular person playing a particular video game becomes attached to it and becomes a part of the game itself, mentally and emotionally (Baranowski, p. 78). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                            ii.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">The fundamental tool behind this phenomenon is simply motivation (Baranowski, p. 78). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1in; text-indent: -0.25in; mso-list: l0 level2 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> f.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">        <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Interactivity <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                              i.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">The nine parts of interactivity are the key as some of the sub-ideas stemming from these parts such as first person control have become pertinent to interactivity (Baranowski, p. 78). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                            ii.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Designers can decide to have feedback for positive player decisions and they create it by changing the interactive options on the game itself (examples: reinforcement, experiences, etc.) (Baranowski, p. 78) <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1in; text-indent: -0.25in; mso-list: l0 level2 lfo1; mso-add-space: auto;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> g.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Fantasy <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                              i.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">The use of our imagination is certainly one way we can become more engaged and fantasy does appeal to all ages (Baranowski, p. 78). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpMiddle" style="margin: 0in 0in 0pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                            ii.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Fantasy material is more fun and engaging and makes children better learners through the use of contexts within games (Baranowski, p. 78-79). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

<p class="MsoListParagraphCxSpLast" style="margin: 0in 0in 10pt 1.5in; text-indent: -1.5in; mso-list: l0 level3 lfo1; mso-add-space: auto; mso-text-indent-alt: -9.0pt;"><span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt; mso-fareast-font-family: "Times New Roman";"> <span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">                                                          iii.<span style="font: 7pt/normal "Times New Roman"; font-size-adjust: none; font-stretch: normal;">       <span style="line-height: 115%; font-family: "Times New Roman","serif"; font-size: 12pt;">Using fantasy contexts within video games can enhance a child’s behavior as well as their learning ability, their capacity to learn, getting knowledge and these can lead to better self-management (Baranowski, p. 79). <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1"> <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">

Group 3 -- Grant Kunkel
<p style="margin:5pt0in0.0001pt0.5in;text-indent:-0.25in;background-position:initialinitial;background-repeat:initialinitial;">A. Video Game Design and Structure (Baranowski, 2008, pg. 79)

<p style="margin:5pt0in0.0001pt0.5in;text-indent:0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">Throughout a video game, the story is told via in-game cinematics or cut scenes. The purpose of these short movie clips is to advance the video game's story, develop the characters,   and even clues to assist players in completing game objectives. Unlike traditional media, which is often viewed in passive settings, a video game's cut scenes are dependent on a player's actions during gameplay. Some video game cut scenes are even interactive, which require that a player press specific buttons in order to progress through the cut scene. Typically, cut scenes are a reward for progressing through a video game, which is essentially a technique of implementing positive reinforcement in a virtual setting. The following link illustrates some further information regarding cut scenes. http://en.wikipedia.org/wiki/Cutscene

<p style="margin:0in0in0.0001pt0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">Within the in-game story, there are often multiple endings that depend on the decisions and actions a player makes throughout the game. These decisions and actions are known as game mechanics. Some games, like Fallout 3, have as many as two hundred different endings.

<p style="margin:0in0in0.0001pt0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;"> http://www.gameinformer.com/b/features/archive/2011/05/02/replay-value-games-with-multiple-endings.aspx?PostPageIndex=1

<p style="margin:0in0in0.0001pt0.5in;text-indent:-0.25in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">B. Age and Game Play (Baranowski, 2008, pg. 79)

<p style="margin:0in0in0.0001pt0.5in;text-indent:0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;"> Because the ages of individuals that play video games is varied and widespread (children, teenagers, and adults), developers and publishers create video games that are geared towards specific age and also receive ratings similar to films. However, there has been little research on the impact of age-appropriate video games. Even so, an article in Forves discusses that video games aid in cognitive development and functioning, such as critical thinking and positive thought patterns.

<p style="margin:0in0in0.0001pt0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">http://www.forbes.com/sites/erikaandersen/2012/10/31/want-to-be-smarter-play-video-games/

<p style="margin:0in0in0.0001pt0.5in;text-indent:-0.25in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">C. Health Behavior Change Game Development (Baranowski, 2008, pg. 79)

<p style="margin:0in0in0.0001pt0.5in;text-indent:0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;"> In order to exploit the possibilities of health behavior changes associate with the playing of video games, behavioral scientists need to be involved in the development process of certain video games, such as “game design, formative research, story boarding, producing, directing, music composition (for games with music scores), computer art, animation, and programming” (Baranowski, 2008, pg. 79). Baranowski also goes on to state that “there is no consensus model for serious video game development strategy or process.” Due to the lack of research and knowledge on this particular subject, further research is suggested to improve the amount of knowledge needs to comprehend how video games can be used to influence health-related behaviors. The proceeding link presents an article from the International Journal of Computer Science in Sport and may give some interesting insight into video games and how they can be used to change behavior(s).

<p style="margin:0in0in0.0001pt0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">http://www.academia.edu/1156162/Design_of_video_games_for_childrens_diet_and_physical_activity_behavior_change

<p style="margin:0in0in0.0001pt0.5in;text-indent:-0.25in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">D. Time and Cost (Baranowski, 2008, pp. 79-80)

<p style="margin:0in0in0.0001pt0.5in;text-indent:0.25in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;"> The development of video games is a fairly long and arduous process, often consuming vast quantities of one’s time and energy. Currently, the majority of video games take approximately one to three years to develop, which can be comparable to film production. When video games were first beginning to be commercially developed in the 1970’s, one individual could easily create the game without additional help. However, due to the high demand for more sophisticated and realistic video games (e.g. high-end graphics), a larger development team is required, which accounts for the high cost of development. The cost to make video games costs developers and publishers millions of dollars. http://en.wikipedia.org/wiki/Video_game_development

<p style="margin:0in0in0.0001pt0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;"> Because of the high expectations of consumers in this day and age, if developers want to make video games that focus on healthy behavior change and other serious issues, then those same expectations must be met or those particular games will not succeed in the video game market. Baranowski suggests that developers that wish to make serious or health behavior video games could perhaps reuse and adapt game engines currently being used by top developers, such as Epic Games’ Unreal Engine (Baranowski, 2008, pg. 80).

<p style="margin:0in0in0.0001pt;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">             http://www.ign.com/articles/2009/07/15/the-10-best-game-engines-of-this-generation

<p style="margin:0in0in0.0001pt0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;"> In order to develop video games of this nature, they need to appeal to consumers’ expectations and be comparable to other best-selling video games. According to Baranowski, “the ideal purchasers of serious video games would be the children themselves, attracted by the prospect of a fun experience. Proof of markets would enable software publishers and investors to invest capital in the development of behavior-change video games” (Baranowski, 2008, pg. 80).

<p style="margin:0in0in0.0001pt0.5in;text-indent:-0.25in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">E. An Agenda for Research on Health Behavior-Change Video Games for Children (Baranowski, 2008, pg. 80)

<p style="margin:0in0in0.0001pt0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">     In order for these types of video games to advance into the consumer market, the development of these particular games should be taken seriously. The games should be developed using the most effective development methods, and, after the video game’s development is finished, research should be conducted to analyze the efficacy of said video game. Additionally, researchers need to examine how health behavior-change video games affect its intended audience and they need to study how effective these video games are in the areas of attention, retention, production, and motivation. The subsequent link provides additional information about video games and behavior change.

<p style="margin:0in0in0.0001pt0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">http://10x10.method.com/gaming-for-behavior-change/

<p style="margin:0in0in0.0001pt0.5in;text-indent:-0.25in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">F. Attention (Baranowski, 2008, pg. 80)

<p style="margin:0in0in0.0001pt0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">One of the things that need to be considered is the capabilities and differences in consoles, handheld devices, and computers. Each one has a different capacity to engage players and immerse them in a distinctive gaming experience. However, children and teenagers are more likely to use a handheld gaming device, while adults favor consoles and computers. This same principle applies to the types of video games people play. If one desires to play a health behavior-change game, then he or she will have certain expectations that the game must meet in order to achieve immersion. Popular video game developers know how to create games that will immerse audiences, so perhaps it would be effective if those wishing to create health behavior-change games would collaborate with other video game developers. Baranowski suggests that multiple researches need to be implemented if behavioral scientists expect to develop effective and immersive behavioral-change video games. The following link illustrates some of the above points regarding attention and mentions some studies that have been done on attention as related to video games:

<p style="margin:0in0in0.0001pt0.5in;line-height:200%;background-position:initialinitial;background-repeat:initialinitial;">http://www.sciencedaily.com/releases/2013/08/130804081115.htm

Group 4
<p class="MsoListParagraphCxSpFirst" style="margin-left:1.0in;mso-add-space:auto; text-indent:-.25in;line-height:150%;mso-list:l0level2lfo1">a. Retention

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;line-height:150%;mso-list:l0level2lfo1">b. Production

<p class="MsoListParagraphCxSpMiddle" style="margin-left:1.0in;mso-add-space: auto;text-indent:-.25in;line-height:150%;mso-list:l0level2lfo1">c. Motivation

<p class="MsoListParagraphCxSpLast" style="text-indent:-.25in;line-height:150%; mso-list:l0level1lfo1">2. Conclusion

<p class="MsoCommentText">